The Flash
(Sega Master System) (English)
                         Creation Date: 16 February 2017
                               Version: 1.0
File number: SMS-F-008
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Table of Contents
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1- Introduction
2- Display
3- Basics
    3.1- Controls
    3.2- Abilities and items
    3.4- Item Pick-ups
4- Walkthrough
    4.1- Episode One (Part 1)
    4.2- Episode One (Part 2)
    4.3- Episode One (Part 3 – Boss Fight)
    4.4- Episode Two (Part 1)
    4.5- Episode Two (Part 2)
    4.6- Episode Two (Part 3 – Boss Fight)
    4.7- Episode Three (Part 1)
    4.8- Episode Three (Part 2)
    4.9- Episode Three (Part 3 – Boss Fight)
    4.10- Episode Four (Part 1)
    4.11- Episode Four (Part 2)
    4.12- Episode Four (Part 3 – Boss Fight)
    4.13- Episode Five (Part 1)
    4.14- Episode Five (Part 2)
    4.15- Episode Five (Part 3 – Boss Fight)
    4.16- Episode Six (Part 1)
    4.17- Episode Six (Part 2)
    4.18- Episode Six (Part 3 – Boss Fight)
5- Enemies
    5.1- Knife Punk
    5.2- Flying Saucer
    5.3- Bottle Doc / Punk
    5.4- Silver Ship
    5.5- Spitting Flower
    5.6- Pie Clown
    5.7- Shield Robot
    5.8- Juggler
    5.9- Club Monster
    5.10- Violin Mobster
    5.11- Punk Bomber
    5.12- Other Hazards
6- Codes and Cheats
7- Frequently Asked Questions
8- Version History
9- Legal Section
10- Credits/Thanks/Other Stuff
11- Donations

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1- Introduction
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The Flash is my ninth FAQ.

This game, made for the Sega Master System in 1993, was manufactured and sold
under license by Probe Software Limited and DC Comics.

Prior to writing this FAQ, I had no knowledge of this game. Furthermore, no
instruction booklet was available to me for the writing of this document. So I
guess that we’ll discover how this game works together. As such, objects and
characters will be identified as they appear on the screen.

On to the game…

The brief intro has a truck rolling along a street. Suddenly, the Flash is
running alongside the truck. We get a glimpse of the driver before the Flash
accelerates past the truck. The driver’s face then shows astonishment.

The next scene shows a flag pole with a crumpled flag. A red streak passes the
pole and the flag unfurls to reveal the SEGA logo.

We are then treated to the game start screen. Press the START button (1) to
begin this adventure.

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2- Display
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Although nearly the whole action screen is occupied by the action, there are a
couple of items which require your attention. These are grouped on the left
side and comprise the following:

-       Sonic Blast Bar: This is a vertical bar composed of 24 red squares which
individually turn dark each time the Flash performs a Sonic Blast with
his hand (at least, that is what it looks like).
-       Big Lightning Bolt: This symbol, coupled with the number to its right,
indicates the number of lives you have. You begin the game with three
lives.
-       Small Lightning bolts: These are located to the right of the Big
Lightning Bolt and number. Each Small Lightning bolt represents a hit
that can be taken by the Flash. You can have a maximum of four Small
Lightning Bolts. When these run out, you lose a life.
-       Red Tornado: This is located beneath the number of lives. No idea why it
is there, since the tornado mode always seems to be available and there
are no other interchangeable abilities of the sort.
-       Hourglass: Situated in the bottom left, this icon is coupled with a
number which indicates the amount of seconds available to finish the
episode. Each episode section starts with 60 seconds and there is a 99
second maximum. When the counter reaches 0, some sort of flying saucer
appears and attacks you. This UFO seems to be invulnerable. You can try
to outrun it, but the Flash does not get very far in doing so.

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3- Basics
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=============================================================================
    3.1- Controls
=============================================================================

The Flash can do some ordinary things and a couple of unusual ones. The
controls for executing these movements are as follows:

DIRECTION PAD:
During game play, pressing LEFT or Right moves the character in that
direction. Holding LEFT or RIGHT and pressing the 1 button, and keeping it
pressed, permits the Flash to spin like a tornado. Keep in mind that the
controls are quite slippery. This will cause you to regularly overshoot
targets and elicit graphic curses when you run into dangers that could easily
have been avoided if the programmers had bothered with a little more
precision.

Pressing UP makes the Flash look up. This also makes the screen scroll upwards
when possible.

Pressing DOWN makes the Flash duck. This also makes the screen scroll
downwards when possible. Pressing the 2 button while crouching makes Flash
drop down through a platform.

SELECT:
Does not appear to have a use.

START:
Pauses and unpauses the game.

1 BUTTON:
Pressing the 1 button emits a Sonic Blast in the direction the Flash is
facing. While crouching, pressing the 1 button sends a Sonic Blast downwards.
Pressing the 1 button and UP sends a Sonic Blast above Flash’s head. This
blast uses up one red block in the energy bar on the screen’s left border.

2 BUTTON:
Pressing the 2 button makes the Flash jump. A slight tap gives a low jump and
keeping the 2 button pressed gives a high jump. I cannot stress enough that
the controls are very inaccurate, so jumping to a specific location can
sometimes be a gamble.

=============================================================================
    3.2- Abilities and items

You obviously need an array of abilities and items to defeat the various
enemies that the Flash will encounter.

Tornado: This is the Flash’s basic attack and is performed by pressing LEFT or
RIGHT and the 1 button. The tornado mode only lasts a couple of seconds at a
time. While in tornado mode, contact with an enemy damages it. Also, the Flash
is not immune to enemy projectiles or other dangerous objects when moving as a
tornado.

Sonic Blast: This is the Flash’s alternative attack and is performed by
pressing the 1 button. The attack appears to be a red cone of energy that is
released from the Flash’s hand and travels a short distance in the direction
he is facing. The Sonic Blast can also be used to open crates. Keep in mind
that using this attack requires energy that is taken from the meter
represented by the column of red squares on the screen’s extreme left. I have
not found anything within the game which regenerates the spent squares.

Spring: The spring looks like a red table that is about knee-high for the
Flash. Hopping on it sends the Flash high into the air.

Crates: These are wooden crates which have a Flash symbol on them. They can be
broken with a Sonic Blast or two to collect the item pick-up within. Beware
that some crates contain hazards.

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    3.3- Item Pick-ups
=============================================================================

As the Flash travels through the episodes, he encounters a number of item
pick-ups. Some of these items are located in crates sporting a Flash symbol on
their side. These pick-ups have a variety of uses.

Life-energy: This pick-up is located in a crate and appears as one or more
pieces of pizza. Each piece restores one Small Lightning Bolt.

Spinning Flash Icons: These are littered all over the place. It is yet to be
determined what picking these up gives you apart from 100 points per collected
icon.

Tornado: This pick-up appears as a small red tornado. I suspect that it
increases the damage inflicted by the Flash’s tornado attack. But, then
again...

Gems: These are located in crates and include gems of various colors (white,
green, blue). The color of the gem has no impact on its point value (100 000).

Clock: Located in a crate, this item adds 60 seconds to the hourglass. Each
second remaining at the end of an episode part gives 100 points.

Save Point: This pick-up looks like a pair of arrows pointing in opposite
directions. It is, in effect, a save point. In the event you lose a Flash, the
game will be resumed from the last save point revealed in the latest episode
played. Otherwise, it is back to the beginning of the current episode’s part.

One-up: This pick-up looks like a green capsule on which “1-UP” is indicated.
Providing you with an extra Flash, it adds a Big Lightning Bolt to your total.

Shield: Located in a crate, this pick-up is represented by a tiny Flash in a
blue circle. The blue circle represents a shield which lasts about 20 seconds
from the moment it is collected. When protected by the shield, projectiles
have no effect on the Flash. However, the more projectiles the shield blocks,
the shorter it lasts.

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4- Walkthrough
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Onto the walkthrough.

My plan is to get you through these episodes as quickly and efficiently as
possible. I do not know if this game has any side quests or whatnot, but I am
not worrying about getting them done.

=============================================================================
    4.1- Episode One, Trickster for Mayor! (Part 1)
=============================================================================

You begin in a place called Star Labs. I guess this is your headquarters (I
don’t remember too much about the Flash. I did read some of the comics, but I
never was a real big fan).

An unidentified woman gives you the lowdown on the situation:

“The Trickster and the Trachmann have teamed up and taken over Central City.
Their henchmen are running riot, and there is a price on your head. You’ve got
to stop them and free the city, Flash!! They were last seen at the
Treasury...Stealing the priceless gems of the city.”

The Flash is transported out into the street and is standing in front of a
building.

There are 60 seconds on the clock. So, here we go...

The platform above you has a Knife Punk and a crate containing a life energy
pick-up (pizza). Ignore these. Go right and jump on the spring while slightly
pushing to the left. Flash should land on the roof. Grab the spinning icons as
you make your way up to the left. Break the crate and grab the tornado icon.

Now move right, about halfway down the roof and jump over to the right to land
on a brick structure. Beware the Spitting Vases as you continue right to
collect the two groups of spinning icons. Return left to drop down just to the
left of the brick structure, thus permitting you to grab the icons in that
area. Push to the right as you fall so as to land on the right of the spring.

Proceed to the right, gathering more icons and eliminating three Knife Punks
(one standing, one crouching, one standing). Backtrack a little, to the “!”
sign and jump to the platform above. Move left, past the dark window, and jump
up again to be on top of the building. Go right, grabbing the icons above the
spikes and eliminating the Knife Punk. You will most likely lose one Small
Lightning Bolt. Jump up onto the brick ledge and break the crate in order to
replace the lost life energy.

Continue to the right, jumping over the spikes and across the gap, while
grabbing the vertical line of icons. Drop down to the left and fall to the
right of the spring. Go right and enter the narrow passageway. Beware the
crushers as you gather the icons before exiting the passageway.

Use the platform to the right to then jump on the spring to the left. This
should permit you to reach a platform with a crate. Break it to gain a white
gem.

Jump up in order to grab the 3 icons which are on a platform above. (I’ve not
been able to reach the crate at the upper left.)

Jump off to the right and land on a lower platform. Grab the vertical line of
icons and jump up to the platform on the right. Use this platform to jump one
higher and then off to the right, grabbing the vertical line of icons on the
way down, before landing on a brick platform between two Fire Pits. Continue
going right, jumping over four Fire Pits, in order to reach a crate which
contains a Clock.

Backtrack to the left, going over five Fire Pits, until the Flash is in front
of a Trickster poster. Jump up two platforms and move to the right. Hit the
spring and jump on top of the brick structure. Beware the Boxing Glove, which
is hidden just to the left of the wall in the background.

Hop up to the platform just above and wipe out the Knife Punk. The next
platform to the right has a crate which contains pizza. Dropping down from the
platform and landing between spike-laden areas, you encounter another crate.
This one contains an arrows image (this acts as a save point). Next, jump over
the spikes on the right and use the spring to grab the vertical line of icons.
Continuing right, grab more icons before reaching the edge of the brick
structure.

Jump the gap with the Crusher and take care of the Knife Punk on the other
side. Make sure you do not run into the horizontal spring that is partially
concealed behind the fence. It will push you into the gap. Jump to the right,
over this spring and the next, in order to gather the icons on the other side.
Run to the right and jump from the top of the slope to land atop a vertical
row of horizontal springs. From this position, hop to the top of the brick
structure and flip the switch. (I do not know what the switch activates, but
it is a fair guess that it needs to be pushed upwards to proceed.)

Do not touch the crate. It contains a mine which will explode when revealed.
Past the crate, eliminate the Knife Punk and gather the cloud of icons. The
platform on the extreme right has a crate which contains pizza. Return to the
platform on the left and go down three levels. There is another crate you
should avoid.

Go left and eliminate the Knife Punk at the bottom before slowly moving to the
edge of the background building. Do not go beneath the platform, since the
ground turns to spikes. Climb up two levels to see two crates on small
platforms. The crate on the left contains a tornado and the one on the right a
pizza.

Drop back down to the bottom and follow to the right until you meet a Knife
Punk which is next to a bunch of icons forming an arrow pointing to the right.
Eliminate the Knife Punk and gather the icons.

Use the nearby spring to reach an upper right platform. Go to the extreme
right and up two levels. You pass a crate which contains pizza. Avoid the
crate in the top right corner. It conceals a mine.

Walk left, to the edge of the Fire Pit, and time your jump to reach the high
ledge between the Fire Pits. There are also flames falling from the ceiling to
look out for. You will most likely lose at least one Small Lightning Bolt.
Reach the safe area between the two Fire Pits on the left. Jump over the
extreme left Fire Pit and land on the small ledge. Hop to the higher ledge on
the left and touch the Exit sign to complete the first part of this episode.

The Flash’s girlfriend (or whoever she is) exclaims, “You made it!”

Yes, I did!

Next, you get a rundown of certain items you picked up with their point value.
These include:

-       Flash icons: which appear to be worth 100 points each
-       Clock: each second left in the hourglass is worth 100 points
-       Death symbol: I believe this is the number of enemies killed, at a cool
1000 points apiece
-       Gem: we found one gem which appears to be worth 100 000 points

The points are tallied and you get a “Well done, Flash.” This from the same
unidentified lady.

Now, from what I can tell, you do not get any additional benefits, beyond the
healthy point total, from grabbing all those various items (icons, tornados,
gems, etc.). Due to this, from now on I will simply concentrate on figuring
out the shortest path to the exit sign. I will continue identifying item pick-
ups that will be encountered, but this will be circumstantial. Helpful items,
such as pizza and save points, will continue to be sought out and mentioned.

=============================================================================
    4.2- Episode 1 (Part 2)
=============================================================================

The Flash continues making his way through the Trickster-decorated area. This
time, the area’s main enemies are a Dr. Octopus lookalike and the Punk which
throws bottles in your direction. Talk about escalating the violence! Maybe if
the Dr. really had four extra arms beneath his trench coat, then there might
actually be an entertainment factor in dealing with these fools.

Oh, well...

Let’s start by jacking those 60 seconds to the maximum. Go right and stand
beneath the first platform. Jump up two levels to stand next to the Bottle
Doc. Take him out and hop over the gap to the right. Go up a couple of
platforms (straight up and to the upper left), before reaching the roof and
standing again in front of a Bottle Doc. Eliminate him and open the crate if
you need some pizza.

(Notice, as I stated earlier, that I am not going out of my way to gather any
Flash icons.)

Use the spring to the right to gather the vertical line of icons before
landing on the left ledge at the height of your jump. Go left, up the slope
and up one level. Jump to the upper right, on the ledge, and tornado the
Bottle Punk. Hop up to the next platform and climb the left slope to take out
a Bottle Punk. Break the crate to have a clock fall on you. You now have 99
seconds to find the Exit sign.

Return down the slope, avoid the spring and continue up the slope to the
right. Tornado the Bottle Doc and reach the brick wall before going down three
levels. A crate containing pizza is present on the second level down and there
is a crate with a mine in the right corner on the third level down.

Go left and hop over the spring to drop down. Take a step to the right to drop
down another level. Hop over the gap on the right and break the crate to get
pizza. Continue to the right, over the spikes and into the pit at the wall.
The Flash falls on an elevator platform which automatically rises. (Note that
if you jump or leave the elevator, the latter will slowly drop down to its
original position. Get back on the elevator for it to rise anew.)

Sonic Blast the Bottle Docs you will encounter on the way up. They are
positioned as follows: on the right; on the left, behind a fence; on the
right, behind a fence; on the left, behind a fence. The elevator stops shortly
after the fourth Bottle Doc.

Jump up and ride another elevator past two more Bottle Docs before reaching
the top where there will be a passage to the left. This passage contains a
number of icons and a crate which contains a blue gem. Beware the Boxing Glove
that is concealed in the floor just to the right of the crate. You will almost
certainly take damage.

Once the gem is collected, go back to the elevator shaft and drop down onto
the higher elevator. Immediately step to the left and fall onto the small
ledge that is near the stopping point of the first elevator. Hop across the
gap and onto the ledge with the spikes. Get the pizza that is in the crate
just past the spikes. Mind the Bottle Punk just to the right of the spring.

Ignore the Bottle Punk and step onto the spring while pushing ever so slightly
to the right. The Flash should land on a platform above and be between a
Bottle Doc and a crate. Sonic Blast the Doc and ignore the crate. It contains
a mine.

Instead, use the crate to jump up onto the platform above and wipe out the
Bottle Punk. Hop over the gap to the right and encounter another Bottle Punk.
The crate in this area contains pizza. Next, go up against the wall and jump
high up while pushing to the right. The Flash should go through the wall (due
to an obstacle in the wall, you need to perform a little hop to get past it).
On the other side, there are some icons and a crate containing another blue
gem.

Once you’ve collected the gem, go to the right and drop down. Did you spot
those crates to the upper right? Yeah! I’ve yet to figure out how to break
these crates and see what they contain. There are a couple of other areas in
this part (and I’m predicting more and more in episodes to come) where the
crates are located just out of reach. I suspect that they are there to just
waste your time trying to get them. (Argh! The mental anguish!)

If you wish to collect the icons on the left, you need to immediately jump to
the left (there is a hole in the floor). Otherwise, just drop down to the
left, continue left and jump to the wall on the far left. The Flash will land
on a pair of crates. The top one contains a clock and the bottom one contains
a 1-UP.

Next, drop down to the right and immediately push to the left in order to
avoid the springs. Gather the icons if you wish and then go to the lower left
corner of this area to disappear behind the wall. You will now take damage, as
the only way out of this spot is to go across the spikes and jump out on the
left to also take out a Bottle Doc and Punk.

Continue to the left and jump a gap to reach a platform which has a Bottle
Punk and two clouds of icons above it. Get rid of the Bottle Punk and drop
down three levels to land next to a crate which contains a shield.

Proceed to the right and eliminate a Bottle Doc before dropping down to the
right and knocking out another Bottle Doc. Continue to the right until you
reach spikes. Jump up one level and liberate the platform from a Bottle Punk
and a Bottle Doc. Break the crate to activate the save point.

Climb up one level and go right to jump up to the upper right. A Bottle Punk
is waiting for you. Blast him and stand on the left edge of the platform to
the right. Drop down when the Crusher is open and you will land on the ledge.
Time two more jumps through Crushers below you and move beneath the first
platform you see. Climb onto this platform and break the crate to get pizza.

The shield should have worn off by now.

Drop off the platform and continue right to make your way through a passage
guarded by three Crushers. The passage also has two crates. The first contains
a mine and the second is not accessible. Run full speed through the third
Crusher in order to avoid the spikes below as you exit the passage.

Stand beneath the left platform and climb up one level. From here, go to the
upper-right platform if you need pizza. Otherwise, jump to the left to land on
the brick structure. Hop up onto the step to the left. Continue left, while
doing a jump and spin maneuver, to take out the Bottle Doc on the upper left
ledge. Jump over the next spike pit to the left and tornado the Bottle Punk
beyond.

Climb up three levels and move to the right to further climb up one level to
reach a platform with a slope to the left. Climb the slope and take out the
Bottle Punk before breaking the crate to get pizza. Return down the slope and
knock out the Bottle Doc at the bottom. Drop down to the brick structure and
eliminate another Bottle Doc before dropping down onto a ledge on the right.
Next, wait for the moving platform to reach the left side and get on. From the
moving platform, jump to the upper-right ledge to break a crate which contains
a clock.

Drop down to the moving platform and get off on the right ledge in order to
continue right and tornado the Bottle Punk. Continue to the right and onto an
elevator that will permit you to activate the switch. Drop off to the right
and ride another elevator up to a second passage which is guarded by three
more Crushers. Get by these nuisances and jump up onto the left ledge.

Move a little to the left and jump onto the brick platform to take down the
Bottle Punk. Next, use the springs to reach the upper-right ledge. Move a step
to the right and climb up onto the platform. From here, jump to the upper-left
ledge and follow the passage to locate the Exit sign.

You do not get a tally screen at the end of this part. Instead, you are
transported to a boss fight.

=============================================================================
    4.3- Episode 1 (Part 3 – Boss Fight)
=============================================================================

First of all, there is no time limit. It is good news, but it is also
irrelevant because the screen automatically scrolls to the right.

In this fight, the Flash is chasing what appears to be a clown car which is
equipped with flame throwers. There are five of these fire-vomiting devices
which spout flames at various intervals and in varying numbers. The idea is to
avoid the bursts of flame by jumping either over them or through a gap in
their formation. Ducking beneath them is not an option. It is by far easier to
just jump over it all. Now, getting the timing down is another matter.

The second component is to continually press the 1 button to shoot Flash icons
at the clunky clown car’s flame throwers. Hitting the flamethrowers eventually
destroys them. I suggest starting with the lower ones in order to make it
easier to close in on the car. Keep in mind that the bursts of flame can block
your shots. Also, the Flash needs to move back and forth to adjust for the
arced trajectory of the Flash icons.

Once the five flame throwers are no more, something happens within the clown
car (maybe the fuel system ruptures) and several small explosions occur.
Unfortunately, we do not get to see the vehicle go nuclear, since it pulls
away and the episode ends.

The points are then tallied and you move onto episode two.

=============================================================================
    4.4- Episode Two, Rollercoaster Runner! (Part 1)

“Meanwhile, back at Star Labs...”

That self-proclaimed boss girl gives Flash a hard time:

“You’ve lost them Flash! But I’ve managed to track them down.
They’re hiding in the Central City Fun Fair.
I think they are somewhere near the ‘Big Dipper’ rollercoaster ride.”

Flash is transported to the rollercoaster site. There are 60 seconds on the
clock and the place has a kind of warehouse feel.

Enough sightseeing...

Wait until the Shock Sphere goes downwards before jumping across the gap and
landing on a spring at the bottom right. Use the spring to get onto the ledge
at the upper right. Continue right and drop down to the right of a crate that
contains pizza. Beware the Silver Ship above and the Spitting Flower to the
left.

Go to the right and encounter some ice. Simply walk and crouch to slide into
the narrow opening. Repeat this five or six times, before you get to the end
where a Shock Sphere is guarding the last opening. The crate in this area
contains a mine. Jump across the gap on the right and use the springs to reach
the upper left ledge.

Beware the Shock Sphere as you go left and jump up to the next ledge. From
here, there will four or five more narrow openings to slide through. Past the
last opening, jump the gap where you see the Silver Ship and then quickly hop
over the two Spitting Flowers to reach a small ledge next to a falling
platform. Ignore it. Also, the spring to the upper-left cannot be reached from
this position. (Besides, it is a decoy that reveals spikes when stepped upon.)

Instead, keep an eye on the Shock Sphere as you jump to the upper-right ledge.
A crate with pizza is located at the far right. Jump up to the right and use
the spring to access an elevator. Ride it to the very top and then just run
like heck to the extreme left. The Silver Ship will not be a factor. Oho!
Here’s the switch! Flip it and backtrack to the elevator by simply running to
the right. Drop down next to the spring.

Continue right, jump a pit with red mines and drop down to a crate. It
contains the save point.

Grab the save point and step on the elevator to the right. At the top, go
right and quickly cross the falling platform to get to the right of the crate.
This one conceals a clock. 60 more seconds!

Proceed to the right and drop down. Drop down again to the left and then go
right. Hop over the red mines and reach a crate that contains a 1-UP. Climb up
onto the track and follow it left to jump a gap and use a spring to wind up on
a platform above. Crouch and drop down while pressing to the left to land on a
falling platform. Step off of it to the left and use the spring to reach a
ledge at the top right. Avoid the Silver Ship and go right to jump up into a
blue tunnel with a clown holding a “Fun” sign. Drop down past the clown to
reach the EXIT sign.

=============================================================================
    4.5- Episode Two (Part 2)
=============================================================================

Let’s continue through this rollercoaster episode...You have 60 seconds to
find the Exit sign.

Send in the clowns...If you want to get a good look at your first one, jump on
the crate and then the platform above. See that freaky guy in the white make-
up and red overalls to the right? Yep, that’s one of them wacky twisted folks!
Now duck, cuz he throws cream pies topped with dynamite! Plus, there is
nothing but icons up here.

Drop down to the starting point.

Ignore the crate, it conceals a mine. Move right and jump over the Silver Ship
as it reaches its lowest point. Head for the springs. Use the right one to
jump up (avoiding the red mines) and press right to land on the track. Follow
it to the end and drop down. Go left and enter the structure. Continue left
until you reach four crates. Their contents are as follows (get them in this
order): clock (top right), blue gem (lower right), shield (top left) and pizza
(lower left).

Return all the way to the right and use the shield to get over the two
platforms. The spring in the middle has hidden spikes. Ignore the crate to the
far right (it contains a mine) and use the spring to reach the top right
ledge. The crate on the left ledge also contains a mine.

Go right, eliminating the Silver Ships and hug the right wall as you ride the
elevator down. The Flash should go through the wall. Follow the path to the
right to encounter two Pie Clowns and a crate with a shield. Return towards
the elevator, but drop through the floor just before reaching it. Push to the
right as you fall. You’ll avoid the spring and red mines.

Run to the right, jumping over a Spitting Flower and going through a blue
tunnel before passing through a column of icons. Continue to the right and use
the lower spring to reach one located to the upper-left. Use this spring to
jump to the upper-right spring. Repeat this left and right spring pattern a
couple of times until you encounter a Pie Clown in the upper-right corner. The
crate at his feet contains pizza.

Ignore the clown and jump the gap to the left. Beware the Silver Ship that
shoots clouds of lightning as you drop down to the left. It may look like you
don’t have a choice but to try your luck with that rotating spike block to get
to the upper-left platform. Forget the blue block. Drop down to the left again
and jump over two gaps to the left. Wait for a floating platform to come your
way and use it as a stepping stone to the top one.

Go left and follow the track downwards. At the bottom, jump up to the track
going to the upper left. (Did you notice a bunch of crates suspended in the
air? Yeah, trying for those is very risky due to the Silver Ships.) Eliminate
the Pie Clown at the top of the slope.

Walk normally to the left and drop down. The Flash should automatically avoid
the Red Mines. Perform the tornado attack as you proceed left to crush the
Shield Robot. Use the spring on the left to reach the Pie Clown above. Tornado
attack just before reaching the platform to get rid of the fool. Step onto the
elevator and step off to the left as soon as you can. There are some Red Mines
above.

Continue left to encounter a crate with a save point. Further along is another
crate, this one with a clock.

Look to the left. There is the EXIT sign, encased in wooden planking. I guess
we need to find the switch to make it accessible.

Get on the elevator and begin the journey downwards. There is no way to really
avoid damage down this shaft which contains three pairs of crushing
mechanisms. In order to take only one hit, crouch and drop through the
elevator. Once at the bottom of the shaft, move left and activate the switch.
It’s now time to make our way to the EXIT sign.

Keep going left to hit a spring which will propel Flash to another level of
springs. Take note that a number of springs in this area turn to Spikes once
stepped upon. In order to avoid those Spikes, follow these directions:

-       From the original spring, hit the second on the upper right;
-       Hit the next one on the upper right;
-       Hit the first on the upper left;
-       Hit the second on the upper left;
-       Jump up to reach the EXIT sign.

Touch the EXIT sign to end this part of the episode.

=============================================================================
    4.6- Episode Two (Part 3 – Boss Fight)
=============================================================================

Really? The Clown Car again!?! And it looks exactly the same!

Alright, let’s get this done...
Refer to section 4.3 for the techniques involved in beating this dunce mobile.

Well, from the outset, we actually get to see a clown poke its head out from
the top of the car. Also, this clown sends up flying devices which carry
explosive balloons. One of those balloons even looks like a clown face. Shoot
these out of the sky before they reach the Flash.

When the five flame-throwing tail pipes are destroyed, the boss is beaten.

=============================================================================
    4.7- Episode Three – Warehouse Antics! (Part 1)
=============================================================================

It’s the bossy woman again and she has more to say...

“The Trickster and the Trachmann have escaped to a warehouse.
I don’t know what they’re up to, Flash...
You’d better get down there and find out.”

And down we go, deeper into this morass of a game.

You have the usual 60 seconds to start as you find yourself in a blue bricked
building. Begin the episode by getting rid of the Pie Clown and going up the
incline. If Flash goes too far and falls into the water, don’t worry – he will
not drown. An elevator is concealed in the water and will raise him back to
the surface.

The crate in this area contains a mine. So ignore it and go down the incline
that is across the water. Beware the Pie Clown at the bottom. Take it out and
continue right, into a narrow passage. Do not forget to duck in the water when
you see a Clown Face at the end. Time your jumps to get past it with its
projectiles. Once past the Clown Face, do not jump onto the platform above.
(It will sprout some spikes as soon as you land on it.)

Instead, keep going right, into another passage. The Flash will encounter
rotating spike blocks. Be patient as you cross these obstacles. Next, there
will be Electric Rods. Jump over this hazard and climb the stairs to the
right. Once at the top, drop off to the right and quickly jump up to the upper
right platform as spikes appear on the lower platform.

Walk to the middle of the platform and quickly climb up four platforms. On the
fourth platform, get ready to hop onto a moving platform before it moves to
the left, beneath a bunch of hanging Blue Clown Heads. Crouch to avoid the
heads as the platform goes left. Drop down as you spot a Clown Face at the far
left.

Walk to the wall on the left and drop through the platform to drop on a
falling platform. Quickly jump to the upper left platform to avoid both the
fall and the Clown Face’s projectile. Jump left to the crate to avoid being in
the path of a second Clown Face. Use the crate to block the shots of a third
Clown Face. By the way, the crate contains an orange jewel. Jump to the next
upper left platform (the one with a Clown Face on each side). Climb to the
platform above.

Go left. There is pizza in the crate. Drop down to the left and land on a
ledge next to a wide swath of fire. Jump over the fire and keep going left,
jumping over two pools of green liquid. At first, I thought this green stuff
might be acid, but falling into it does not damage Flash. It only slows him
down.

As you reach the extreme left, there is a Pie Clown riding a unicycle. Ignore
this guy as you jump up onto a moving platform that is going right. Duck as
this platform passes a hanging brick structure. Past this structure, jump onto
the following ledge as the platform passes beneath. Repeat this process again
before running to the right and passing over a gap to then reach a ledge with
a crate. This is a save point.

Continue to the right and up the stairs to encounter a Pie Clown on a
unicycle. Following this, the Flash needs to pass four Electrical Barriers.
You also need to beware the Spike Blocks in the ceiling as you jump through
the barrier areas.

Past the Electrical Barriers, you need to take out another Pie Clown on a
unicycle before reaching a spring that permits you to activate the switch
above. Mind the Pie Clown on the upper platform as you do so.

After the switch, continue going right to the brick wall. The crate in this
area contains a mine. You now need to quickly ascend the platforms as they
turn into spikes. As you reach the top, the crate above the right platform
contains a clock. Yeah, it sucks to take some damage...

Proceed left, over a ledge to reach a crate which contains a mine and deal
with a Pie Clown. Continue left and drop down to claim some pizza in a crate.
Go left, to the wall, and climb onto the platform before going onto the ledge
on the left.

Beware the falling fire as you time your drop off to the left. Push left as
you fall in order not to fall on the springs. Continue going left while paying
attention to the Spike Blocks in the floor. When you reach the platform, jump
up onto the upper-right ledge to reach a crate at the upper-left. This crate
contains another clock.

Drop down to the left and take out a Pie Clown. Avoid the crate (mine) and
jump over the falling platform. Drop down into the pit on the left to activate
another platform which rises and moves to the right. Duck to avoid the Blue
Clown Heads. Ride it to a platform above. Take out the Pie Clown and go left
to encounter another Pie Clown.

Drop down to the platform between ledges to avoid a third Pie Clown’s
projectiles. Past this enemy there is a crate containing pizza. Return to the
platform between the ledges and drop through. You will now be dealing with
falling fire that also travels across the floor. Make it to the extreme left
and jump up onto the platform to see the EXIT sign. Touch it to end this part
of the episode.

=============================================================================
       4.8– Episode Three (Part 2)
=============================================================================

Still in the warehouse with 60 seconds on the clock.

Jump onto the upper-right platform and avoid the Juggler as you climb onto the
upper-left platform. Perform a small hop in order to see the next platform
above. Wait for the Juggler to move to the right before climbing up two
platforms to wind up next to a giant mouth. The mouth’s teeth act like spikes.
So jump over them and go right. There is a crate with pizza on the upper-right
platform. The right part of the platform hides spikes.

Run and drop off to the right, landing past a spring and below a Juggler. See
the floating platform to the upper-right? Get on it and take a ride to the
right to a falling platform. Step off this platform onto a ledge and take out
a Juggler. Beware the Boxing Glove in the ledge. Jump up to the upper-right
ledge. Avoid the crate (mine) and the projectiles from the Clown Face. Go into
the right passage and follow it to the end (while being careful of the Spike
Blocks in the floor). Drop off to the right in a section full of springs. Exit
this area on the right and land on the first block of the ledge. A Boxing
Glove lurks beneath the second block. Sonic blast the crate to reveal the save
Point and jump over the second block to activate the save point.

Jump over three gaps that contain giant mouths at the bottom. From the last
ledge, drop down to the right and immediately tornado to take out a Juggler.
Stay in tornado mode as you go up the incline to the right and encounter
another Juggler. Continue down the slope and land next to the green pool. Drop
down to the left and eliminate a third Juggler. Keep going left to break a
crate that contains a clock.

Jump back up onto the upper-right ledge. (The lower path leads to death by
drowning.) Jump across the green pool and fall to the right in tornado mode to
take out a Juggler. Break the crate for a green gem and return to the ledge
next to the green pool.

Jump up onto the upper-right stairway and knock out a Juggler. Follow the
stairway up and then down to land on some ice. Jump a gap to hit more ice.
Avoid the crate (mine), jump the spring and go right. Jump the fire and go
into tornado mode to deal with the Juggler on the other side. Jump through the
Electrical Barrier and activate the switch.

Go back through the Electrical Barrier and over the fire. Climb onto the
platform above and immediately get to the upper-left platform (the former
sprouts spikes). Break the crate to get a 1-UP.

Return to the former platform, avoid the spiked areas and get onto the upper-
right platform. Ascend the folding platforms on the right and make your way up
the shaft. Proceed right to reach the EXIT sign and end this part of the
episode.

=============================================================================
       4.9– Episode Three (Part 3 – Boss Fight)
=============================================================================

You guessed it...It’s the Clown Car again!! And it seems to look exactly the
same!

I’m bored already! Let’s get this over with...
Refer to section 4.3 for the techniques involved in beating this dunce mobile.

Well, the clown and the launched flying devices are still a feature of this
fight. The devices seem to have more hang time in this altercation. As you
progress, the number and frequency of these devices increases.

A new thing to look for is the odd blue mine which is dropped by the car in
such a subtle manner that you are often taken by surprise.

As the Flash catches up with the car, we get the odd glimpse at the front of
the vehicle. A green-eyed and smiling clown face acts as a front grille. I do
not want to be the guy that has to scrape the bug splatters from this ugly
mug’s teeth.

When the five flame-throwing tail pipes are destroyed, your next target is the
clown head which launches all those missiles. Once that offensive item is a
flaming mess, the rest of the car becomes engulfed in flames and moves on.

We’ll meet again, Trickster!

=============================================================================
       4.10– Episode Four – Trouble at Mega Corp! (Part 1)
=============================================================================

It’s the bossy pants lady once again. She gives the Flash his marching orders:

“The Trickster and the Trachmann have been spotted together at Mega Corps
Labs. The Trickster is up to something devious, Flash! He wants to use the
Mega Corps Labs time machine to travel forward to the future.”

Wait a minute! Is this what this whole thing is about? Is this woman (the one
who must not be named) a privileged shareholder in Star Labs? Is she using the
Flash to take out a competitor? Time machine! Yeah, right! What a lame excuse
for industrial sabotage...

Episode four begins with the Flash standing on a green-walled structure. Oh,
look at that...My, how we’ve evolved with the enemies to be back in an area
where the Flash has to deal with Knife Punks again!

This smells of deja vomit...

Hop up to the Knife Punk and tornado his butt. Climb to the platform above and
take out another Knife Punk. Go right, ignoring a crate that contains a mine,
and encounter another Knife Punk. Bust him up and go through the passage.
Break the crate to gain a blue gem and tornado another Knife Punk. Following
that is another crate, this one with pizza.

Continue right, just past that vertical grey tube, and drop down through the
platform. The crate in this area contains the save point. Climb back up and
send another Knife Punk packing. Continue right to reach a crate which reveals
a clock.

Hop to the upper-right ledge and continue right. Run across a spring to be
projected to the upper-right corner of the area. Activate the switch. The
crate contains a mine and the platform to the upper-left has hidden spikes.

Simply drop off the ledge, go to the right wall and drop through the platform.
Push to the right as you fall in order to avoid landing on a Knife Punk.
Continue to the right, along the bottom of the screen, while avoiding gas
cylinders. Take advantage of your momentum to jump over a Knife Punk and a
spring. Use the second spring to reach the upper-right ledge.

Follow it up the incline and jump off to the right as you descend on the other
side. The Flash should land on a lone platform with a bunch of icons. Drop off
to the right and take out a Knife Punk on this platform. The crate contains a
mine.

Use the intact crate to jump to the upper-right ledge. Climb the incline and,
once at the top, jump up to the upper-left ledge. Run left, across the
floating platform before it lifts you into the Electrical Barriers. Do this
again three times. The last is tougher because the platform goes down and
forces you to nearly jump into the Electrical Barriers to continue left. Get
the shield from the crate and jump the gap past the Gas Cylinder. Jump a
couple more gaps beneath Electrical Barriers to reach the EXIT sign.

=============================================================================
       4.11– Episode Four (Part 2)
=============================================================================

Do my eyes deceive me? Is that a new enemy making a bee-line for the Flash? It
is! I call him the Club Monster. The problem with this guy, however, is that
he appears to be invulnerable to any physical attacks that the Flash can
muster. Quickly jump over this guy and go right. Jump over two more Club
Monsters before reaching a crate that contains pizza.

Continue right and jump the three gaps which follow. Hop over another Club
Monster and then jump three fire pits. The Flash is now between two blue
columns. Jump up to the crate and break it to get a clock.

Drop off to the right and land on the ledge between two fire pits. Jump up
onto the pair of crates. Break the first to gain a gem and ignore the second,
which contains a mine. Hop off to the right and continue in that direction,
jumping two more fire pits. Proceed right to reach a crate with pizza. Beware
the Club Monster as you break the crate.

Climb the stairs to the right. At the top, beware the Gas Cylinder as you
activate the platform so that it falls in the pit. Take the passage to the
upper-right and drop down next to a crate which contains a green gem. You may
not want the gem, but at the very least break the crate so that the Club
Monster will go farther to the left so that the Flash can jump over him and
use the spring to reach the upper-right ledge.

Travel to the right and jump as you reach the edge. Flash will go over the
Club Monster. Keep going right, past a crate that conceals a mine, to reach a
second crate with pizza. The following crate also hides a mine. Drop down and
spot that crate on a platform to the upper-right. It holds a 1-UP. However,
the platform is riddled with spikes.

Walk quickly to the right and drop to a narrow ledge located in an open space.
Turn around and hop over to the lower-left ledge. Go through the Crusher and
reach a moving platform that activates and goes up and left. Drop on the first
crate you see. It contains the save point.

Backtrack through the Crusher and use the alternating platform to get back
onto the narrow ledge. Immediately jump up to the upper-left alternating
platform and climb up to the platform. Flash will likely take some damage from
the spiked platform, so quickly move right until you reach a pit where a Club
Monster lurks.

Jump over this creature as it moves to the left and jump out of the pit to
continue going right. You’ll pass a crate that contains pizza and reach
alternating platforms. Wait for the second from the left to be active and use
it to jump to the right. Even if you do not reach the ledge, the Flash will
fall on a spring which will help. Keep right and do this once more.

Did you spot the switch? We’ll get there in a moment.

Proceed to the right, drop down and jump a gap to reach a crate. Ignore it, it
contains a mine. Instead, use it to jump over the approaching Club Monster.
Jump over another gap and then to the upper-right ledge. Slowly move across
this ledge and drop down on a crate. Break this one to get a clock.

Now we begin a sort of platform madness sequence.

Walk onto the first platform and ride it to the left. Get off and get onto the
second one. Ride it in the same manner and walk left to encounter a crate
which contains another save point. Jump up to activate the switch and continue
left and onto the wall.

Walk off the wall to land onto a crate. Needless to say, you do not break
these crates. Firstly, they contains mines. Secondly, their purpose is to help
you across the Electrical Barriers. Hop to the next crate (the monitor hanging
from the ceiling is a real pain here). Continue left by hopping on two more
crates before reaching solid ground.

Hop a wall and repeat the process with three more crates in order to reach the
next piece of solid ground. Go left, hop over the spring and walk to the next
floating platform. Immediately crouch as it rises and goes left. At
destination, walk off and go over a couple of walls to reach the next pit.

Anticipate the position of the alternating platform at the bottom left and
time your jump across to reach the narrow platform. Remember this place? Once
again, enter the lower left passage and go through the Crusher. This time,
walk onto the moving platform and crouch as it travels to the left. Repeat
this three more times before reaching a long ledge that leads to a platform
you drop through.

The enclosure located above has two crates. The left one has a mine. The right
one has pizza.

Go left until you encounter an incline. Jump to the upper-right platform to
break a crate and collect a clock. Continue left and ride another platform to
the left and up a long vertical passage. Jump off at the top while keeping an
eye on the Gas Cylinder.

Get back on the platform as it continues to the left. Get off when you reach
the ledge with two crates. The first one contains a green gem. The second
(left) contains a mine. Drop onto the next platform and ride it further left.
Duck to avoid the Gas Cylinder’s attack.

Jump off to the left as you approach the next platform. Otherwise, another Gas
Cylinder will damage Flash. Get ready to return on the platform as it
continues left. Duck as you approach more Gas Cylinders. Be ready to jump off
to a block with green trim. The platform stops about one length away and
immediately makes its way back to the right.

Wait for the Gas Cylinder on the left to spit its projectile before jumping
onto the next platform. This next ride is a lengthy one. You pass three
cylinders before being confronted by one that spouts a shot you must jump
over. Almost as soon as you land back on the platform, you must jump to the
ledge on the left before the platform returns to the right.

The Flash is now confronted with alternating platforms. These ones are
sequential and start with the second to right and move right, then left. Once
across, go left and get by a Gas Cylinder to reach a crate which contains a
mine. Past that, all the way to the left, is the EXIT sign.

=============================================================================
       4.12– Episode Four (Part 3 – Boss Fight)
=============================================================================

As it was and ever shall be, we meet the clown car once again.

Ugh! How many repeats of this third rate performance must I sit through? Too
many, way too many, it seems...
Refer to sections 4.3, 4.6 and 4.9 for the techniques involved in beating this
car that is constantly being rebuilt.

The first thing to note is that the pipes are spitting fire at an accelerated
rhythm. Also, they seem to need many more shots before they are destroyed.

The mines and floating projectiles are still there. The new item is some kind
of blue rocket which seems to come from the bottom of the car and rises behind
it before exploding in dangerous shrapnel. It is tough to avoid this hazard.

Once again, after the five flame-throwing tail pipes have been disabled, your
next target is the clown head which launches all those parachuted projectiles.
The rockets and floating packages become thicker in the air. Once that clown
head is shattered, what’s next?

At this point it is all about avoiding the shrapnel from those blue missiles.
Plus, you may not believe this, but your next target is that horrific face at
the front of the car! Hitting that abnormality requires quite a bit of finesse
and timing. Fortunately, it does not take too many shots to chase the flaming
clown chariot off the screen.

Yawn! It looks like we’ll have to deal with this wheeled waste again in the
near future...


=============================================================================
       4.13– Episode Five – At Peace in the Park! (Part 1)
=============================================================================

That nagging woman, who enjoys pointing out how the Flash is unable to capture
the Trickster, is at it again. (I’ve decided to call her Naggy.):

“That was close, Flash! They’ve still managed to lose you in the Trickster
Mobile, though. (Really? Are you certain that the vehicle isn’t a T-1000
Terminator which can morph into various objects? That would explain its
constant regenerating capacity. I know, I know...The alloy doesn’t permit
mimicking machinery and moving parts and whatever. Still...) They’ve been
spotted in the city park. You had better get over there right away.”

If you say so, Nagger...

Oh, boy! Hills and trees! Whatever can go wrong here? Let’s find out!

The Flash starts the episode at the top of a hill on the left and sixty
seconds on the clock.

Get into tornado mode and go down the hill to take out the Mobster. Slowly
climb the other hill, there are wooden spikes at its peak. Keep going right,
jumping more spikes and tornadoing (new word) through another Mobster. Do not
stand immediately to the left of the crate – the ground turns to spikes. The
crate itself contains pizza, but the ground beneath also conceals spikes.

Instead, use the crate as a launching point to jump across the gap to the
right. Run straight into and through the wall on the right. The Flash winds up
in a room with four crates. Crack open the top crate for a 1-UP. The other
crates are resting on spikes and should not be busted, since they provide the
platform permitting to leave the room. However, in case you are wondering,
they all contain mines.

Leave the room and climb onto the branch to the upper-left. Notice that the
branch drops a bit as you stand on it. Climb up to the next branch on the
upper-left. Travel to the next branch on the left. Approach the tree trunk and
jump on top to reach another branch above.

Go right and jump the gap to land on a branch with three crates. They contain,
in order from left to right: pizza, a white gem and a mine. Grab whatever you
want and continue right. Jump the gap and move slowly as you spot a branch
moving up and down. Ignore it and jump to the next bit of branch to break a
crate which has a clock.

Continue by jumping to the upper-right branch, where you’ll find, of all
things, a vending machine.(Yeah...Keeping it real, Flash! Keeping it real.)
Past the machine is a crate that provides pizza. Going right and jumping to a
lower-right branch leads to another crate with pizza.

Proceed right and to another upper-right branch before falling down to the
right onto a long branch. Proceed right to a crate which conceals a tornado.
Slowly drop off to the right of the branch to land on a stump with a spring.
Do not use the spring. Instead, just jump to the right and hug the wall as you
drop down. Flash will once again enter a hidden room in a hill. This room
contains two crates. Their contents are, from left to right: a grey ball with
a 1 (use to be determined) and a shield.

Exit to the right and jump onto the hill. Climb left, to the top of the hill
and jump to a branch above. Slowly move left and jump onto the trunk. (Note
that you can jump onto the trunk, but you can also run through it and fall. Is
it solid or not?) Break the crate to activate the save point.

Return to the branch and jump the gap to the right to reach a branch that is
patrolled by a modified Silver Ship. Destroy the ship using your tornado mode.
Jump to the upper-right branch and jump the gap to reach another branch
further right. Hesitate a little to lure the ship to the left, before walking
under it and jumping to a succession of three falling branches. Staying on the
last one will drop the Flash on a stump with a crate. Break it to uncover a
clock.

Next, jump to the far right and land on a branch which will drop you on a
crate below the switch. Activate the switch and break the crate if you need
pizza. We now need to backtrack a little in order to get back to the upper
portion of the area and reach the EXIT sign.

Jump to the branch on the left. The crate contains pizza. Again, jump to the
left and land on a hill, between spikes and a crate. This one contains a mine.
Go left, hop over the spikes and continue left until you reach a spring.

Wait until the ship patrolling above is out of the way. Then use the spring to
reach a branch to the upper-right. Avoid another ship and jump to a branch to
the upper-right. Jump straight up to another branch. One again, wait for the
ship to move left before jumping to the right to go across three falling
branches. This time, jump to the far right before the last branch falls. This
will propel Flash to the upper-right corner and the EXIT sign.

=============================================================================
       4.14– Episode Five (Part 2)
=============================================================================

Back among the trees and the rolling hills, Flash starts this part of the
episode on top of a hill and the clock shows the standard sixty seconds.

You need to quickly tornado the Punk Bomber. Move beneath him, just to the
left and wait for him to toss a bomb. As it falls, jump up next to the punk
and knock him out. Use the same tactic on another punk one branch further up
and keep climbing. The next branch has a crate that hides a mine. Perform a
small hop so the punk on the next branch above becomes visible. Once again,
wait for the bomb toss before jumping up and attacking.

Travel right, to the edge of the branch, and jump to the right, ducking as you
land. You will most likely be near a Punk Bomber and any bombs he throws will
sail over your head. Time your tornado attack and then break the crate to
claim some pizza.

Continue right and jump right from the very edge of the branch. Flash will
land on a branch far to the right. As before, duck to avoid bombs. Since you
are at a fair distance from the punk and will likely duck a couple of times as
you approach him, the punk might crouch and throw a knee-high bomb. Keep an
eye out for that as you get next to him and wipe him out. The crate has pizza.

Once again, get to the right edge and jump to the far right. Flash should land
on a stump. Drop onto the branch and go right. Drop onto the stump to the
lower-right and break the crate to grab a clock.

Jump to a branch on the right and eliminate the Punk Bomber before opening the
crate to get a shield. Drop to the right and jump the gap to reach a branch
where you’ll find the switch. Activate it.

Climb to the branch above the switch and break the crate to uncover the save
point.

Stand next to the spikes and jump right. The Flash may land on the edge of a
branch to the lower-right or he may land on spikes covering either of the
branches in this area. The shield is useful in this area.

Jump to the right again to reach a branch with a spring. Ignore it and jump to
a stump located beneath a vending machine. (Yeah, one of these again!) Jump
over a row of spikes to reach another branch to the right. Go beneath the
crate and hop onto a branch to the upper-right. If you need health, climb up
to another branch, take out the Punk Bomber and stand above the crate. Crouch
and sonic blast it to reveal pizza. Drop down to gather it.

If you do not need health, move right because the piece of branch the Flash is
on will fall away. Continue right and bust the punk. Walk to the right edge
and drop down onto the crate. Break it open to get pizza and quickly go right
to avoid falling with the branch.

Return to the branch above the crate’s location and jump up and to the right.
The Flash should land on a branch that will start moving right. Ride it all
the way to a branch with a crate. More pizza.

Keep going right to reach the EXIT sign.

=============================================================================
       4.15– Episode Five (Part 3 – Boss Fight)
=============================================================================

Ugh! The clown car AGAIN!!!

Now I know why it took nearly 25 years for someone to write a FAQ for this
steaming heap of repetitive madness! How is it that the Trickster has such a
fleet of vehicles? This is already the fifth one! And if I refer to the
cheats, which has passwords for 12 episodes, there may be seven more to come!!

You know what to do...again...

The added danger involves exploding bombs, like the ones tossed by the Punk
Bombers. The good news is that you can shoot them out of the air. Even the
bomb shrapnel can be destroyed in this fashion.

The uptick in difficulty is mostly attributable to a combination of
simultaneous attacks (ex. bombs with flames from the pipes and quickly
followed by missiles).

Added to the usual stuff you are required to destroy on this car is a white-
shirted individual that needs to be taken out. This guy appears to be the one
who tosses the bombs in your direction. He is seated in the middle of the car.

=============================================================================
       4.16– Episode Six – The Trickster’s Funhouse! (Part 1)
=============================================================================

Naggy shows up once more to report the following:

“The Trickster has time travelled to the future. 10 years from now, he has
turned Central City into one big Trickster’s funhouse! You’ll have to time
travel after him! You can do it if you run at light speed!!”

Wait a minute! You’re telling me NOW that I can travel at light speed?! And
here I’ve been chasing that loathsome Trickster mobile like some dog chasing a
Honda down the freeway! When I could easily have run AHEAD of the car and
headed those hoodlums off wherever they were going!

Oh and what’s wrong with the future Flash? Is he incompetent in dealing with
the Trickster?

Also, if Naggy can see ten years into the future, why doesn’t she just get
winning lotto numbers for next week’s Powerball draw? With the winnings we can
develop some future technology to thwart the Trickster...

How about I just take the next ten years off instead? You know, like train and
get ready for the Trickster when he appears in the future...

Or even better! Take a ten-year break from Naggy and then, when the Trickster
does reach the future, run at light speed in order to return to the past and
take another ten-year break. Rinse. Repeat as needed.

You have to admire the flawless logic of this game...Sigh!

Anyway, back to this painful reality...

Blah, blah, blah. Sixty seconds. Blah, blah, blah. Frozen city street and
Shock Spheres. Be aware that Flash can neither walk nor tornado across the
ice. It actually stops him cold. How is it that the pavement has a smaller
coefficient of friction than the ice? Either it isn’t ice or, after the notion
of time, physics was the next thing to get tossed out of this game. Whatever
it is, you need to jump to get anywhere on this substance. Hold on, as you
jump, there it looks more like a cement-like substance sucking you down. Yeah,
it’s cement that hasn’t dried.

A nice little touch is the constantly sprouting flowers. Anyway, jump over the
Shock Spheres and use the spring to reach the ledge at the upper-right.
Continue right, jump and go into tornado mode as you take out the Silver Ship
and land on a brick structure next to a UFO puking out little mechs.

Jump to the right, over the gap and Shock Sphere. Again, jump to the right,
this time in tornado mode to take out the UFO and any mechs falling from it.
Land on the spring and use it to reach the upper-right ledge. The crate in
this area contains pizza. However, do not break it just yet. Use the crate for
more height as you jump to the upper-left ledge and crack another crate for a
1-UP.

The opposite ledge, to the right, has a crate with more pizza. Return to the
crate you used as a step. Get the pizza, if necessary, and drop down to the
right. Immediately make it to the ledge on the right. Continue to the right
and use the spring to get atop the upper-right ledge. Go down the steps to the
right and reveal the save point in the crate.

Drop down from this spot and land on a soda can platform. Push to the left as
it rises. You will go through a wall and encounter a Pie Clown. The top crate
hides a white gem. Drop down through the platform to activate the switch and
also break the bottom crate for pizza. Exit the room in the manner you came in
and land on the soda can platform.

Ride the platform to the top of this area (beware the Pie Clown’s projectile
as you do so) and walk off. Go right to board another soda can platform and
duck as it travels right for a long while. If you don’t reach the can quickly
enough, a 1-ton weight falls from the ceiling to block your path. Do not budge
from your crouch as the soda can travels up and down around the ledges, past a
Pie Clown above (the shrapnel should not touch you if you remain on the can),
another 1-ton weight and down a pit that opens up into a big area. The can
will reverse direction shortly after the pit opens up.

Get off to the left and land on a top hat. Drop to the right and use the
tornado mode to eliminate the Pie Clown at the bottom. Travel right and
quickly take out another Pie Clown as the floor turns to spikes. You now need
to hop your way across the cement until you reach and knock out another Pie
Clown. The crate in this area has a clock.

Go up the slope and meet another Pie Clown. The left crate contains a grey
ball with a 1 and the right crate hides a mine. Go down a little, to clear the
brick structure, and hop up to the upper-left ledge. Immediately go into
tornado mode to take out the Pie Clown.

From here on in, you’ll start seeing a new hazard – the Zapper Vase. This
thing is simply a green vase which shoots blue bolts of energy.

Go left until you see a triangular sign with a yellow face. Jump up there and
bump off another Pie Clown. The crates next to the sign and at the left edge
of the ledge both contain a tornado. Climb to the ledge above to find a yellow
sign and a crate with a save point. Continue left and jump over the springs to
reach a higher ledge.

Charge to the left, take out a Pie Clown and reach a crate with pizza. Now, go
a long way to the left, until you reach another Pie Clown and go down a step
to a crate that has more pizza. Beware the hole in the floor (discolored
brick) to the left of the crate. Hop over that hole and deal with the Silver
Ship. Mind the wall springs which aim to push Flash into the hole. Hop on the
springs and to the upper ledge.

Drop down to the left, pushing away from the wall to avoid the Zapping Vase.
Get the pizza in the crate and jump to the upper-left ledge. Jump the spikes
to reach the next upper-left ledge and travel left, taking out a Silver Ship.
The crate blocking your progress conceals a mine. Hop over it and continue
left, dropping down and going over a small rise. Ignore the two suspended
crates. Getting to them is a real pain and can be costly in the health
department due to the two Silver Ships floating about.

Jump over another hole to reach a ledge beyond it and encounter another pair
of Silver Ships. At the very least, take out the bottom one and avoid the
crate (mine) as you drop to the lower-left platform next to the crate. Go
right and drop down another level. Notice the tell-tale bricks signalling a
hole to the left. Jump over it to reach the EXIT sign.
=============================================================================
       4.17– Episode Six (Part 2)
=============================================================================

You see that little frowning face on the triangular sign in the bottom left
corner? Yeah, that’s me cuz we don’t even appear to be half-way through this
ordeal and it’s wearing me down...

Anyway, you start with a Flying Saucer rapidly moving up and down to your
right. There are also falling green bombs to its right. These shatter into
shrapnel upon impact. Still, beyond that, are a bunch of spinning icons which
form the words HA HA. If you pursue that path, Flash eventually falls down to
the right and winds up in an area where the EXIT sign is visible but
unattainable. Oh, and look at that, the switch is right below it. Also
unattainable.

To avoid that frustrating image, do not go right. Instead, from the starting
point, jump into the wall on the left. Flash will fall several levels and land
in an area with two crates. The top crate contains a clock and the lower one
conceals a 1-UP. Fall down to the right and land in a puddle of cement.

Hop across it to the right and pass the crate (mine). Use the springs to get
by the rows of spikes. Accuracy is very important in order to avoid all of
those pointy obstacles. After the fourth spring, push to the right and hug the
wall as you fall and land on a crate which hides some pizza.

Fall to the left and follow that path past a crate (tornado). Mind the green
bombs which generate shrapnel. Also keep an eye out for the cement that
immobilizes you while a bomb falls. Past the cement, do not jump to the far
left platform (it turns to spikes). Only the unattached edge is safe. This is
the pattern for all the platforms on the way down. The trick is to drop down
on a platform and quickly run towards the crate, which acts as a step, and
repeat until you reach the bottom. Oh, and never mind trying to get what’s
inside the crates, you’ll lose your step and it’ll cost you way too much in
health. Besides, some contain mines.

At the bottom, you’ll be standing next to a pair of springs. Recall that those
funny looking bricks to the right represent a hole in the floor. There are
spikes at the bottom of this hole. Bump into the springs to get sent across
the gap and go to the crate. It contains a mine, but you must break it to get
past and reach the next spring. So, be ready to back away from it to avoid the
shrapnel.

Once again, this treacherous game shows its colors. Use the spring to reach
the platform above, but push to the right to avoid falling back on it, since
it will turn to spikes. You need to do this three or four times on your way up
to a ledge on the right.

The crate here contains pizza. There isn’t much time to relax since a Shield
Robot comes up to meet you. Jump over the enemy as it climbs the slope and
continue right to drop down. Meet another Shield Robot coming from the left.
Use a tornado on this mechanical threat. Do not waste time going left. Instead
move close to the springs and drop through the platform. Drop down again to
the right to land on a ledge.

Go to its edge and jump left, landing either on or just past another brick
structure. If you’ve landed on it, drop to the left to fall on a crate which
contains a gem. Slowly edge to the right and drop to the next ledge just
below. This crate conceals a save point. You can go through the wall to the
left for another crate. However it hides a mine.

Now, the pit to the right has a few steps and a floor composed of crates. ALL
of these crates contain mines. Also, there is no secret passage or anything of
the sort down there. Plus, if you do make it through the triple crate layered
floor, Flash will fall to another floor that is composed of spikes. Yeah, nice
trap.

So, jump to the right and take care of the Shield Robot. Walk to the wall and
jump through it to reach the ledge just past it. Next, jump to the right to
reach the wall and just drop to the ledge below. Ignore going to the right for
now. It is time to drop into the hole just to your left. Notice the red
Crushers. Time your drop accordingly. Also, stay to the right as you fall, so
as to land on a ledge.

Do this two more times before reaching the bottom, where there is a crate and
a soda can platform. (By the way, the spike floor to the left is where you
would have fallen from the pit two paragraphs ago.) Grab the clock that is in
the crate and ignore the soda can. Instead, go back up through the Crushers.

Back at the top, drop down to the right and avoid the Shield Robot. Break the
crate if you need pizza. Drop through the platform and go right. You’ll see
another Shield Robot. This one is standing on a crate. Go up to it and zap its
metallic shell with a sonic blast. Don’t worry, it will not step off the
crate.

Notice that the crate is suspended above a hole. (See those funny bricks?) And
that hole is deadly. If you want to break the crate and grab the gem within,
stand on its left edge and break it. Flash will grab the gem and still be
standing in the ledge.

This next sequence involves quickly jumping up a number of platforms which
turn to spikes. There are five platforms and the last one has a crate with
pizza. It may not be worth getting, since you start jumping up on the left
side and need to stay in that lane to effectively jump to the left from the
last platform.

Use the spring to jump to the upper-right corner and land on a soda can.
Quickly break the crate to get another clock and land on the ledge as the soda
can falls away. Jump back to the left, landing near the spring. Go left,
climbing up the three ledges. The crate on the second ledge hides a mine.
Continue left and perform some more rapid platform climbing to avoid the
hidden spikes. This time, keep to the right side as you climb the five
platforms and end by getting onto a crate floating above the ledge. Break it
for pizza.

The platform to the right of the ledge also conceals spikes. Use it to quickly
hop across the gap and land in tornado mode to take out the Pie Clown. Be
careful not to fall off the right edge. If this happens, you wind up next to
the spring near the last clock location.

Jump across the next gap to the right and land on a spring. Use it to propel
Flash to the upper-left. Land on the ledge in tornado mode and waste the Pie
Clown before continuing to the next spring and being propelled to a ledge in
the upper-right. If you land atop the wall, drop off to the right and get the
pizza in the crate. The Pie Clown’s projectiles will crash into the sloped
platform. Beware the shrapnel. Wait for the coast to be clear before using the
tornado mode to cramp that Pie Clown’s style.

Jump on the soda can and ride it up. When it stops, jump up to the left to
reach a ledge. The crate here hides a mine. Instead, use the crate to get some
height and jump to the left and onto the sloped platform. Halt your slide down
to the left and climb to the peak on the right. From here, move left and
execute one more jump to the left and onto another sloped platform.

Let yourself slide to this platform’s low point and start climbing to the
right. As you reach the top, quickly sonic blast the Pie Clown before he can
toss anything. Break the crate to grab a green gem. Next, stand on the ledge
and move left as you jump to the upper-left. Jump up to activate the switch.

Return to the ledge where you just got the green gem. Notice how the ledge has
changed. Despite the rainbow bricks, which signify a hole, jump onto it. The
bricks conceal a soda can which takes you upwards. Jump off to the left as it
reaches the top ledge. Travel left and ignore the crate (mine...one last mean
trick for the level). The EXIT sign is just beyond.

=============================================================================
       4.18– Episode Six (Part 3 – Boss Fight)
=============================================================================

Surprise!!
Uh...no. No surprise. None at all.
Car, blah, blah. Flamethrowers, blah, blah. Rockets, blah, blah.

You know the drill. If you don’t, you’ve either hacked your way to this point
or used a password.

I think the difference between this Clown Car and the previous ones is the
number of white-shirted bomb-throwers that you must eliminate. I did not keep
track, but it must be at least three.

Naggy declares that you made it and your points are tallied.

And then, it is the start of Episode Seven...
No, it isn’t!
Flash is seen posing for a photo while holding a poster showing the Trickster
running for mayor. A huge red X shows that the campaign has been cancelled.
Flash disappears as the snapshot is taken.

And then it’s the credits.

After a while of staring at those. Naggy comes back one last time to announce:

“Well done! You’ve got a high score!
Please enter your name.”

What? Where has the familiarity gone? Naggy, we were so close you had
absolutely no compunction in berating me for having the Trickster slip through
my fingers on five occasions.

Anyway, enter your name and see it at the top of the high score list.

And that’s it! No real closure...

Oh, well...This one is definitely getting tossed on the heap.

The End. (My initiative, since the game could not come up with one.)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5- Enemies
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The enemies will be listed in the order you encounter them.

Keep in mind that without the instruction manual, I have no information
pertaining to the names and other particularities of the enemies. I will call
them as I see them.

=============================================================================
    5.1- Knife Punk
=============================================================================

This guy is a leather jacket-wearing punk (with the spiked haircut and all)
who throws knives at chest height when standing up and at knee height when
crouched. Keep in mind that the knives go all the way across the screen.
Simply duck or jump to avoid his attacks. Also, this enemy does not move, so
you must get in close to take him out.

=============================================================================
    5.2- Flying Saucer
=============================================================================

This enemy appears when the hourglass runs out of time. When this occurs, the
Flying Saucer appears at the beginning of the episode and tracks down the
Flash. Each time the saucer comes in contact with the Flash, the latter loses
one Small Lightning Bolt. To my knowledge, the Flying Saucer is invulnerable.
Thus, it is only a matter of time before the Flash is killed.

Another, less deadly version of the Flying Saucer, which I’ll call UFO, drops
mechanical critters which actively seek the Flash to cause damsge.

=============================================================================
    5.3- Bottle Doc / Punk
=============================================================================

Wow, I mean this enemy has really stepped up the danger factor. Seriously,
what is more dangerous than a knife thrower? A guy who throws green bottles,
that’s who! Maybe it has something to do with how the bottles turn in the air.
Or perhaps it is the fact that the thugs do not care about losing their
deposit on these bottles! (Shivers)

This enemy comes in two flavors – Punk and the guy that kinda dresses like Dr.
Octopus. You would almost expect that there are spare arms beneath that trench
coat of his. Alas, there aren’t.

=============================================================================
    5.4- Silver Ship
=============================================================================

The Silver Ship is a flying vessel which moves in a set pattern and drops
projectiles. When these projectiles hit the ground, they split in two parts
which separate and go in opposite directions. Simply jump over the grey
projectile to avoid it. The ship can be destroyed if you jump and tornado it.
Another version of the ship contracts and elongates as it moves up and down.
Touching it sends a paralyzing shock through the Flash and removes one Small
Lightning Bolt. The ship can also shoot clouds of electricity.
=============================================================================
    5.5- Spitting Flower
=============================================================================
This plant has blue petals and spits orange shots at our hero. The shots are
always fired at the same height (shoulder height), so avoiding them by ducking
is simple. The shot travels across the whole screen. I’ve yet to find a way to
destroy it. Fortunately, the Spitting Flower does not move. Unfortunately, it
is often paired with another enemy to protect a specific area.
=============================================================================
    5.6- Pie Clown
=============================================================================
In tune with the scary clown fad, these enemies are more on the simplistic
side. White face and shirt, plus red overalls. Oh, and they throw pies. Yeah,
pies. Well, these are special ones – filled with cream and topped with a
dynamite stick.
The pies cause damage either by direct contact with the Flash or by hitting an
object and fragmenting into four small pieces which also cause damage on
contact.
Also, some Pie Clowns ride unicycles.
=============================================================================
    5.7- Shield Robot
=============================================================================
This enemy can be spotted in the rollercoaster episode and thereafter. The
appearance of the Shield Robot is quite bland. It looks like a boring light
grey robot with red eyes. It moves back and forth in a specific area and
brings up a yellow shield when confronted by the Flash. The Shield Robot also
shoots a grey projectile. These projectiles are always at head level. So
simply duck and close in on the robot.
Both the Tornado and Sonic Blasts work on it.
=============================================================================
    5.8- Juggler
=============================================================================
The Juggler is a clown that walks back and forth while juggling red spheres
which might be bowling balls or balloons. The Juggler periodically tosses a
sphere which proceeds to explode, sending shrapnel in four directions.
Avoid the shrapnel and tornado this enemy.
=============================================================================
    5.9- Club Monster
=============================================================================
This enemy is a grey humanoid that appears to have spikes on its head and
shoulders. The creature carries a club and actively closes in on the Flash.
The final twist to this monstrosity is that it seems to be impervious to any
attacks that the Flash can muster. As such, your best strategy is to just
avoid it. And so, as the Club Monster closes in on you, jump over it and
quickly put some distance between this grey freak and the Flash.
=============================================================================
    5.10- Violin Mobster
=============================================================================
This enemy is dressed like a mobster who is carrying a violin case. I’ve yet
to see him open the case and reveal whatever it is concealing (a machine-gun,
perhaps). All he seems to do is walk back and forth in a predefined area.
=============================================================================
    5.11- Punk Bomber
=============================================================================
The Punk Bomber is just like the other punks in that he stands still and
throws something. In this case, that something is a bomb. The bombs are thrown
at shoulder height and, occasionally, at knee height. So pay attention. When a
bomb comes into contact with an object, it explodes and sends four pieces of
shrapnel through the air. Avoiding these is challenging.
=============================================================================
    5.12- Other hazards
=============================================================================
Here are some other dangerous elements which are present in the episodes:
-       Spitting Vase: This is a brown vase on a blue base. It spits some sort
of blue lightning directly upwards at regular intervals.
-       Spikes: These mandatory items, which appear in nearly every game, look
like orange and white traffic cones. Beware that some platforms crumble
away when stepped upon and reveal a smaller version of spikes which are
nonetheless equally damaging. Also, some springs, when used, retract to
reveal spikes. (Absolutely treacherous!)
-       Sharpened Logs: Technically, these things are over-sized spikes that are
composed of logs with a pointed tip. These items also retract and extend
from whatever surface they are hidden in. They usually come in pairs and
there can be more than one pair in sequence.
-       Spike Blocks: These are spikes attached to rotating blocks. These
usually need to be stepped on in order to reach another area. Timing is
everything.
-       Crusher: This hazard is usually located in narrow passageways and serves
to crush the Flash as you navigate the aforementioned passageways.
-       Fire Pit: As the name indicates, this is a pit filled with fire. Yeah, I
know. Horrifying, right. Fire can also be present on a ledge or fall
from the ceiling.
-       Boxing Glove: This hazard lies in wait at floor level and is activated
when the Flash steps on it. Once activated, the Boxing Glove springs
upwards and damages the Flash. It also forces our hero backwards.
-       Mines: These dangerous items are located in crates. Once the crate is
broken and the mine released, the Flash has a split second to step away
before the weapon detonates and causes damage. There are also red mines
which do not explode. They are simply located in strategic areas and
contact with them is hazardous to the Flash’s health.
-       Falling Fire: This hazard is composed of flames falling from the ceiling
and bouncing about. The flames usually come in pairs.
-       Shock Sphere: The Shock Sphere is a metal ball that has electrical
current running along its surface. It moves in a fixed pattern and tends
to obstruct open areas which must be crossed by the Flash. Needless to
say, touching the sphere causes damage.
-       Electric Rod: This is a green rod that is standing upright on the floor.
The rod is surrounded by a blue electrical shield that shocks upon
contact. This hazard usually comes in bunches, big bunches.
-       Electrical Barrier: The Electrical Barrier comprises two emitter-
receiver devices which are located in a floor-ceiling combination in
order to send electrical pulses between the devices. Obviously, touching
the electrical pulse is not a healthy option.
-       Clown Face: This hazard is a big white clown face which shoots
projectiles in a straight horizontal path. It is often located in narrow
corridors.
-       Blue Clown Heads: These are, as stated, blue clown heads which are
either stuck to walls, floors or ceilings. Contact with these heads
causes damage.
-       Gas Cylinder: These items are red gas cylinders that are usually
embedded in the floor. They periodically release bursts of red gas which
are hazardous to the Flash.
=============================================================================
    6.0- Codes and Cheats
=============================================================================

Level Select and Invincibility: At the title screen, press UP, RIGHT, DOWN,
LEFT, DOWN, RIGHT and UP. A “Cheat activated” message will appear. Press the 2
button on controller 2 in order to enable invincibility and infinite time.

This tip was contributed by Mezmorize99 on GameFAQs.

Level Passwords: Press SELECT at the title screen and then enter any of the
following locations to select the corresponding episode.

EPISODE         PASSWORD
1               23 DELANEY ST
2               DENIM BLVD
3               TRACK 29
4               PICASSO BLVD
5               INGOT LANE
6               7TH MARKET
7               TRACK 12
8               RUE LE DAY
9               TIN ALLEY
10              GORBY WAY
11              TRACK 66
12              FUN HOUSE

These were contributed by gamefan1221 on GameFAQs. Mind you, I did not test
these passwords. Also, the game has only six episodes. So...

=============================================================================
    7.0- Frequently asked questions
=============================================================================

This section will be developed as readers send in some feedback and need more
information on specific aspects of the game.

=============================================================================
    8.0- Version history
=============================================================================


Version 0.5 - Started FAQ/Walkthrough on February 16, 2017.

Version 1.0 - Completed the FAQ/Walkthrough on May 24, 2015.
             Submitted to GameFAQs and Neoseeker on May 25, 2015.

=============================================================================
    9.0- Legal Section
=============================================================================

This document may not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
any other web site or as a part of any public display is strictly prohibited,
and a violation of copyright.

This document should only appear on GameFAQs and Neoseeker, if you find this
FAQ on another website, please inform me about this by e-mail at
[email protected] .

This document is Copyright 2017 Jose Laflamme.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

=============================================================================
    10.0- Credits/Thanks/Other Stuff
=============================================================================

-Thanks to Joni for writing the Alien Syndrome FAQ from which the format for
my first FAQ was derived.
-Thanks to the game and its producers, DC Comics, Probe and Sega Entertainment
for making the game.
-If you think anything is missing in this document then please e-mail about it
with the heading "Flash FAQ contribution". I'll give you credit, of
course. If you don't want your name mentioned then I'll just put "anonymous
contributor" in place of your name.
-If you're gonna e-mail me any comments (good or bad) or questions about this
document then have the heading be "Flash FAQ comment".

=============================================================================
    11.0- Conclusion/Donations
=============================================================================

I do hope that you’ve enjoyed reading and using this FAQ to get you through
the game. I did my best to make it as informative and precise as possible, all
the while keeping it entertaining. However, I cannot deny that preparing a
document of this magnitude is quite a task. Therefore, here is something that
I’ve seen in some other FAQs.

Below is an email address for people who wish to make a donation to further my
efforts in drafting future FAQs. For everyone who used this FAQ, thank-you for
trusting my work and don’t be shy about giving me any feedback.

Paypal address: [email protected]



THE FUN NEVER, EVER STOPS.
==========================